> For the complete documentation index, see [llms.txt](https://atiysus-organization.gitbook.io/aty-scripts/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://atiysus-organization.gitbook.io/aty-scripts/map-editor/getting-started/configuration.md).

# Configuration

## Configuration

Everything lives in `shared/config.lua`.

### General

| Key                        | Default | What it does                                   |
| -------------------------- | ------- | ---------------------------------------------- |
| `Config.Locale`            | `"en"`  | Interface language. `"en"` or `"tr"`           |
| `Config.MaxPropsPerPlayer` | `150`   | Cap per player. `0` or `nil` removes the limit |
| `Config.CrashTrace`        | `false` | Diagnostic tracing. Leave off — see below      |

{% hint style="warning" %}
`Config.CrashTrace` sends an event to the server on every editor selection. It exists to diagnose a specific crash and should only be turned on while investigating one. Leaving it on adds server traffic for no benefit.
{% endhint %}

### Editor and sync

| Key                               | What it does                                                                                     |
| --------------------------------- | ------------------------------------------------------------------------------------------------ |
| `Config.MaxFreecamDistance`       | How far the freecam may travel from your ped, in metres                                          |
| `Config.Editor.ZoneSize`          | Chunk size for spatial partitioning. Props are grouped into these zones so only nearby ones sync |
| `Config.Editor.PropSpawnDistance` | Distance at which props become visible to players                                                |

Larger `ZoneSize` means fewer, bigger chunks — less bookkeeping but more props loaded at once. The default suits most maps; only change it if you are placing many thousands of props in one area.

### Freecam

| Key                                    | What it does                                                                                    |
| -------------------------------------- | ----------------------------------------------------------------------------------------------- |
| `Config.Freecam.BaseSpeed`             | Starting movement speed                                                                         |
| `Config.Freecam.MinSpeed` / `MaxSpeed` | Limits reachable by scrolling                                                                   |
| `Config.Freecam.FOV`                   | Field of view                                                                                   |
| `Config.Freecam.EditFOV`               | While editing a prop the camera zooms to this FOV so the gizmo stays large. `false` disables it |
| `Config.Freecam.Sensitivity`           | Mouse look sensitivity                                                                          |

`EditFOV` exists because the gizmo has no size API and shrinks at high FOV. If you prefer the camera not to move while you edit, set it to `false`.

### World prop eraser

```lua
Config.WorldPropDeletion = {
    Enabled       = true,
    CheckInterval = ...,   -- ms between sweeps
    CheckRadius   = ...,   -- range around the player to monitor
    HideRadius    = 500.0, -- range within which erased props stay suppressed
    HighlightColor = { r, g, b, a },
}
```

An erased prop is **suppressed** so the game does not recreate it when the area streams back in. `HideRadius` bounds how far out those suppressions are kept active; `CheckInterval` and `CheckRadius` drive the sweep that clears anything that spawned anyway.

See World eraser.

### Commands

```lua
Config.Commands = {
    OpenCreator     = "opencreator",
    CleanProps      = "cleanprops",
    ClearWorldProps = "clearworldprops",
}
```

Rename them freely if they clash with another resource. See Commands.

### Keybinds

`Config.Keys` maps every editor action to a FiveM control id. The defaults were checked against each other and against the game's own bindings, so each key does exactly one thing while editing. Change them only if you have a conflict with another resource — and check Keybinds for what each one currently does.
